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Survavibility Vs Damage output, which one do you prefer?


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#51
SilentStep79

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kill them before they kill you.
boom. damage output AND survivability.

you're welcome.

Modifié par silentstep79, 25 mai 2013 - 02:48 .


#52
Thylakaleo

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silentstep79 wrote...

kill them before they kill you.
boom. damage output AND survivability.

you're welcome.


Unless.


Wait for it.


wait for it.


They kill you first because you are squishy.

#53
Guest_Air Quotes_*

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Thylakaleo wrote...

Air Quotes wrote...

Thylakaleo wrote...

Cirvante wrote...

damage output = survivability

also:

redjohn pls


So, by the symmetric property,  survivability=damage output

Which makes sense.

 

Not really. You can have massive survivability with a Jugg but crap damage output and the survivability won't save you. And you can have massive damage output and low survivability with Drelldept, but kill everything in 5 seconds. 


Right, but what everyone is dancing around, is that things that tend to die easily... die easily.

So, if you can stay alive to deal the damage, then a damage output, glass class is better. But, if you die 20 seconds in to the wave, but the tank stays on his feet the whole time, who will have done more damage that round?

 

There were times when got sync-killed 30 secodns into a wave and done more damage than some players in 2 waves. 

#54
Kinom001

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Air Quotes wrote...

Kinom001 wrote...

Air Quotes wrote...

Kinom001 wrote...

Survivability, because op packs and medigel are scarce.

 

:? waaat?


For me, I should say. They're scarce for me. Well, I have plenty of medigels but op packs are like hens teeth.


Jumbo packs? Also I have rezed you 2 times and you medigeled in the process :P


Yeah, I honestly thought you were at the bottom of the map both times (ergo, far away) and with quick-stomping Marauders around I get a little...paranoid.

Modifié par Kinom001, 25 mai 2013 - 02:52 .


#55
Thylakaleo

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Air Quotes wrote...

There were times when got sync-killed 30 secodns into a wave and done more damage than some players in 2 waves. 


I've pugged before, so i'm not surprised. haha. But i've also done more damage in one wave then pugs have the whole match with my juggernaut.

#56
Lyrandori

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I usually prefer a balance of both, even on my Infiltrators (for example still going with weight capacity rather than weapon damage bonuses). I did try a few "dps focused" builds, they're ok but you need to be pretty tolerant for accepting that a single Marauder can screw up your entire day when your shields and health ain't worth protecting you against a single Bronze Husk slap. I want my shields and health to actually make a difference, and I also don't want to slow down my powers too much by not going with weight capacity points.

So yeah, balance of both as much as possible, except on the Destroyer Soldier, he's my only exception but then again I almost never play him.

#57
SilentStep79

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Thylakaleo wrote...

silentstep79 wrote...

kill them before they kill you.
boom. damage output AND survivability.

you're welcome.


Unless.


Wait for it.


wait for it.


They kill you first because you are squishy.


has anyone here mentioned the l2p factor?Image IPB

#58
Thylakaleo

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silentstep79 wrote...

Thylakaleo wrote...

silentstep79 wrote...

kill them before they kill you.
boom. damage output AND survivability.

you're welcome.


Unless.


Wait for it.


wait for it.


They kill you first because you are squishy.


has anyone here mentioned the l2p factor?Image IPB


I havent gotten that one yet. Does it come in PSP's, or should i buy reserves?

#59
Cirvante

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Thylakaleo wrote...

Air Quotes wrote...

Thylakaleo wrote...

Cirvante wrote...

damage output = survivability

also:

redjohn pls


So, by the symmetric property,  survivability=damage output

Which makes sense.

 

Not really. You can have massive survivability with a Jugg but crap damage output and the survivability won't save you. And you can have massive damage output and low survivability with Drelldept, but kill everything in 5 seconds. 


Right, but what everyone is dancing around, is that things that tend to die easily... die easily.

So, if you can stay alive to deal the damage, then a damage output, glass class is better. But, if you die 20 seconds in to the wave, but the tank stays on his feet the whole time, who will have done more damage that round?

Bad players will always have low survivability and low damage output, except when they play crutches like the Juggernaut in which case they only have low damage output and slightly higher survivability. Good players will take glass cannons and have great survivability due to their high damage output (and clever use of soft cover). I once made the mistake of taking a Juggernaut into a match with Fenneckus and Stardusk. When I arrived at the spawn, it was usually already dead and I could only take out stragglers.

You may feel like an invincible god with your Juggernaut in PuGs, but in a team full of good players you will feel like a slowpoke. And the drell with less than a tenth of your shields will kill things a lot faster than you.

#60
SilentStep79

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Thylakaleo wrote...

silentstep79 wrote...

has anyone here mentioned the l2p factor?Image IPB


I havent gotten that one yet. Does it come in PSP's, or should i buy reserves?


send me 1600 microsoft points and i'll get you one free of charge.Image IPB

#61
Jeremiah12LGeek

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Thylakaleo wrote...

Would that mean on a high health class like the jugg, 5% of  2000 health is 100 health. So his health gate is like, almost half of all of a squishy drell or volus's health. So, he could theoritically sit at shield gate, and still take some light damage.


Yes. Even squishy kits can get away with it, especially if they are in hard cover.

Most enemy attacks will kill in that situation, though, so it won't usually come up.

#62
Supreme Leech

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Jeremiah12LGeek wrote...

XFG-65 wrote...

Jeremiah12LGeek wrote...

...


What difficulty do you play?


Gold/Plat.

Unless I'm testing new kits or weapons.


What's the split, roughly? Is it mostly one or the other, or a bit of both every now and then?

#63
UnknownMercenary

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usually survivability in solos

damage in team games

#64
StoxRegalia

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In a full lobby damage wins hands down. In PUGs and in solos you want a good mix.

#65
Thylakaleo

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Cirvante wrote...

Bad players will always have low survivability and low damage output, except when they play crutches like the Juggernaut in which case they only have low damage output and slightly higher survivability. Good players will take glass cannons and have great survivability due to their high damage output (and clever use of soft cover). I once made the mistake of taking a Juggernaut into a match with Fenneckus and Stardusk. When I arrived at the spawn, it was usually already dead and I could only take out stragglers.

You may feel like an invincible god with your Juggernaut in PuGs, but in a team full of good players you will feel like a slowpoke. And the drell with less than a tenth of your shields will kill things a lot faster than you.


Which is why i put piercing mods and ammo on my jugg, with the thermal scope. Then i just wallhack everything, so i dont have to go to it, and position myself as i can for a clear shot. Every once in a while i miss a wave, but usually i can see most spawn points, or where they empty to, and i get a decent amount of shots on them.

The games i played earlier, one gold one silver, were with people i met on BSN. I can't quite remember their names, but the only people on my FL came from BSN, and i was invited to a private match with three people in it.

And i topped that gold game, and came second in the silver. Thankfull i only arrived a wave late. Haha.

tl;dr- it's all how you use it, homie.

#66
Cirvante

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Thylakaleo wrote...
Which is why i put piercing mods and ammo on my jugg, with the thermal scope. Then i just wallhack everything, so i dont have to go to it, and position myself as i can for a clear shot. Every once in a while i miss a wave, but usually i can see most spawn points, or where they empty to, and i get a decent amount of shots on them.

The games i played earlier, one gold one silver, were with people i met on BSN. I can't quite remember their names, but the only people on my FL came from BSN, and i was invited to a private match with three people in it.

And i topped that gold game, and came second in the silver. Thankfull i only arrived a wave late. Haha.

tl;dr- it's all how you use it, homie.

Believe me, with a team of competent players your wallhacking (with a peashooter lol) won't help you, especially on some maps.

I can completely frustrate some players by killing everything faster than them even after they take out the old harrier TGI. And then there are players who can completely frustrate me like that. ;)

#67
Cyonan

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Cirvante wrote...
Bad players will always have low survivability and low damage output, except when they play crutches like the Juggernaut in which case they only have low damage output and slightly higher survivability. Good players will take glass cannons and have great survivability due to their high damage output (and clever use of soft cover). I once made the mistake of taking a Juggernaut into a match with Fenneckus and Stardusk. When I arrived at the spawn, it was usually already dead and I could only take out stragglers.

You may feel like an invincible god with your Juggernaut in PuGs, but in a team full of good players you will feel like a slowpoke. And the drell with less than a tenth of your shields will kill things a lot faster than you.


If you're in a team full of good players both of these things are irrelevant because good players will do good damage and have good survivability regardless of what kit they are playing.

That's why they're good players.

#68
k1ngl1ves

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Depends on what OP thinks is survivability. Fully spec into health... or maybe using Adrenalin equipment? Crutchclonics? Duration Cloak? All these are to increase survivability. Maybe too open of an argument...

If we are talking straight up between fitness specs or damage output...

I choose damage. Kill fast. Kill often.

(Disclaimer: I didn't read anything but the OP. This may have already been discussed.)

#69
FasterThanFTL

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UnknownMercenary wrote...

usually survivability in solos

damage in team games



#70
Modius Prime

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Speed + agility + teamwork>lone wolf + score-**** + durable
This is a squad-based game, meaning that the powers are meant to be used in conjunction with either your own, or your squadmates, but mostly your squad. Durability is almost non-existent in platinum, seeing that if you have base shields less than 1000, you are pretty much going to get killed. A LOT. Even if you are durable, you will still get staggered by the sheer amount of primes and the phantoms are sure to synch-kill your slow ****. I always use adrenaline module III, seeing that staying in one spot is very counter-productive, and enemies are likely to kill you anyways even if you are supposedly "durable." I die a lot less on characters that can maneuver a lot, which has a trade-off for low shields/health, which is why I barely play characters with reduced movement speed. Of course, this all depends on the map, ect. This is just from my experience.

#71
ISHYGDDT

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They're intimately related to the extent that I don't really say you can say one is more important than the other. Greater survivability means greater up-time which leads to higher DPS. Greater damage means you take less fire (because everything dies so quickly) leading to higher survivability.

#72
UEG Donkey

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Jack Crapper wrote...

Grasshopper, greater damage can give you more survivability, but greater survivability will never give you more damage.

except for when you're bleeding out due to no survivablity

#73
lightswitch

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I choose crowd control. Stunlock everything. The damage from most of the good weapons in the game is enough without buffs from powers.

#74
Wardreamer

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Survivability. Because being dead drops your DPS to 0.

#75
Dr. Tim Whatley

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I like to keep a good balance because I PUG a lot.